Getting started is a first-steps walkthrough for MapleStory Classic World. It follows a brand new character from the tutorial island through the first job advancement and into the mainland, pointing at the deeper articles at each step. If you are returning after years away from the original MapleStory, jump to Coming from the original MapleStory. For how the wiki itself is organized, see About MapleClassic Wiki.
Contents
- 1 What the game looks like at launch
- 2 Levels 1 to 10: Maple Island
- 3 Reading your character
- 4 Level 10: choosing a class
- 5 Levels 10 to 30: Victoria Island
- 6 Crafting
- 7 Level 30: the second job advancement
- 8 Trading and the economy
- 9 What comes after launch
- 10 Coming from the original MapleStory
- 11 See also
What the game looks like at launch
Every character starts as a Beginner on Maple Island and picks one of four classes at level 10. The world you can reach at Grand Launch is two continents deep: Maple Island for the first ten levels, then Victoria Island, whose towns, forests, dungeons and swamps carry a character from level 10 through the fifties. Along the way there are six crafting professions open to everyone, a second job advancement at level 30, and a player-run economy centred on the Free Market.
The game world is Windia. Its channels divide the world into parallel map instances.
Levels 1 to 10: Maple Island

Maple Island is a small, deliberately gentle island set apart from the rest of the world, and every character begins there. Twenty-five maps cover it, and nothing on it can seriously hurt you. Its job is to carry you from level 1 to about level 10 while you learn to move, attack, pick up drops, and talk to NPCs.
Three settlements sit on the island. Southperry is where you arrive and where the boat to the mainland leaves from. Amherst and Mushroom Town sit inland, each with a shop or two. The rest of the island is fields and light forest.
The monsters you will meet
Six creatures live on Maple Island, and they are ordered so that each is a small step up from the last. The first is a training dummy that cannot fight back at all. After that, snails barely move and hit for almost nothing, and mushrooms move and hit back a little.
| Monster | Level | HP | EXP | Where | |
|---|---|---|---|---|---|
| Tutorial Jr. Sentinel | 1 | 30 | 1 | East Entrance to Mushroom Town | |
| Snail | 1 | 45 | 2 | Everywhere on the island | |
| Blue Snail | 2 | 51 | 4 | Everywhere on the island | |
| Shroom | 3 | 62 | 6 | Mushroom Garden | |
| Red Snail | 4 | 68 | 8 | The snail hunting grounds | |
| Orange Mushroom | 8 | 142 | 15 | Mushroom Garden |
Leaving the island
Around level 10, go to Southperry and talk to Shanks, the boat captain at the dock. His boat sails to Lith Harbor on Victoria Island and costs 300 mesos one way. That is the only route off the island, and there is no way to skip Maple Island: every character starts there and leaves the same way.

Reading your character
Three bars sit at the bottom of the screen. HP is how much damage you can take before dying, MP pays for skills, and the experience bar fills as you kill monsters and finish quests.
Dying costs up to 10% of the experience bar towards your current level. It never costs a level and nothing in your inventory is lost. Fall damage scales with the distance fallen; the damage cap and distance thresholds remain unconfirmed. See Death for the full picture.
The four stats
Every level gives you 5 ability points to spend across four stats. Points already spent cannot be moved without a reset item, and each class leans on one stat above the others, so where you put them is effectively the same decision as the class you take at level 10.
| Stat | Name | Matters most to | What it does |
|---|---|---|---|
| STR | Strength | Drives melee weapon damage and gates most warrior weapons. | |
| DEX | Dexterity | Drives bow and crossbow damage, and is the main source of accuracy. | |
| INT | Intelligence | Drives magic damage and MP growth. | |
| LUK | Luck | Drives thief damage and is the main source of avoidability. |
HP and MP
Neither HP nor MP is a stat you spend points on. Both grow a fixed amount every level, set by your class and with no random roll, so a warrior pulls ahead on HP from level 1 and a magician pulls ahead on MP.
| Class | HP per level | MP per level |
|---|---|---|
| +16 | +12 | |
| +28 | +12 | |
| +22 | +17 | |
| +22 | +17 | |
| +16 | +22 |
Taking the first job also grants a one-time bump on top of that, in the hundreds for both pools. See HP and MP for the advancement figures, passive regeneration, and what restores each.
Beginner skills
A Beginner has three skills, each capped at level 3. They stay usable after you advance.
| Skill | Max level | Effect | |
|---|---|---|---|
| Three Snails | 3 | Throws a snail shell at a distant monster. | |
| Recovery | 3 | Recovers HP steadily for 30 seconds. | |
| Nimble Feet | 3 | Increases movement speed briefly. |
Level 10: choosing a class
At level 10 you become one of the four classic branches by travelling to that branch's hometown and speaking to its instructor. All four advance at level 10, including Magician, which in the original MapleStory advanced at level 8.
Advancement asks only for level 10, and there is no quest for it. Taking the job grants a skill point to spend in the new tree and a one-time bump to both HP and MP.
The choice is permanent, and each branch fights differently, so read the class pages before you commit.
| Class | Stat | Weapons | Where to advance | Instructor | Plays like | |
|---|---|---|---|---|---|---|
| Warrior | STR | swords, axes, blunt weapons, spears, polearms | Warriors' Sanctuary, |
Melee, the deepest HP pool, the heaviest armor. Walk up and hit. | ||
| Magician | INT | wands, staves | Magic Library, |
Ranged spells and elemental damage, at the cost of the thinnest HP and constant MP management. | ||
| Bowman | DEX | bows, crossbows | Bowman Instructional School, |
Physical damage from across the screen, so long as you keep arrows stocked. | ||
| Thief | LUK | daggers, claws | Thieves' Hideout, |
Fast and evasive, split between thrown stars and close-range daggers. |
What you learn first
Each branch opens with six skills, a mix of one or two attacks plus the passives and buffs that carry you to the second job advancement.
Each class also has a guide of its own: Warrior guide, Magician guide, Bowman guide and Thief guide.
Levels 10 to 30: Victoria Island

Victoria Island is the main continent and the bulk of the game at launch: 254 maps of forest, desert, city, jungle and swamp, covering roughly levels 10 to 60. You land at Lith Harbor on the south coast, and everything else is walkable from there.
Six towns anchor the continent. Four hold a class instructor, one is the arrival port, and one sits at the mouth of the island's deepest dungeon.
| Town | What it is | |
|---|---|---|
| Lith Harbor | The southern port where the boat from Maple Island arrives, and the first shops you will use. | |
| Henesys | The bright farming town in the middle of the island. Home of the Bowman instructor, the Henesys Market, and the hunting grounds west of town. | |
| Ellinia | A town built through the branches of an enormous forest. Home of the Magician instructor, in the Magic Library. | |
| Perion | A rocky highland settlement of tents and cliffs. Home of the Warrior instructor and of the island's blacksmith. | |
| Kerning City | The urban north-west. Home of the Thief instructor and of the subway down into the sewers and swamps. | |
| Sleepywood | A small forest town with no instructor, sitting at the mouth of the Ant Tunnel and the Sleepy Dungeon. Most characters end up here in their twenties. |
One more place is worth knowing early: Florina Beach, a warm-weather map reached from Lith Harbor.
Where to train
The short version of the first thirty levels: pigs and mushrooms around Henesys into the teens, then the Ant Tunnel below Sleepywood through the twenties. A monster pays best when it is close to your own level and dies in a few hits, so keep moving up as you grow.
| Monster | Level | HP | EXP | |
|---|---|---|---|---|
| Slime | 6 | 115 | 12 | |
| Pig | 7 | 128 | 13 | |
| Ribbon Pig | 10 | 172 | 19 | |
| Dark Stump | 11 | 236 | 21 | |
| Green Mushroom | 14 | 233 | 26 | |
| Axe Stump | 17 | 371 | 32 | |
| Stirge | 20 | 296 | 37 | |
| Jr. Necki | 25 | 765 | 80 | |
| Horny Mushroom | 30 | 718 | 74 |
The Training guide carries this through in five-level brackets, with the best map for each, the maps to avoid, and the class-specific training areas.
Gear
For the first thirty levels the town shops are the whole answer. Each class town sells a ladder of weapons and armor in five-level steps, and buying the next rung as you reach it is enough. Past level 30 the shops stop, and equipment comes from crafting and from monster drops instead.
Each class has a gear guide listing every rung and where it comes from: Warrior, Magician, Bowman and Thief.
Crafting
Crafting opens to every character at level 10, with no class restriction. It is one of the genuinely new systems in Classic World: the original MapleStory of the 2000s had no player crafting at all.
Six independent professions each have a master NPC, a recipe book, and a track from level 1 to 10, and one character can level all six. Materials come from monster drops, so crafting folds into training rather than competing with it.
| Profession | Makes | Master |
|---|---|---|
| Smithing | Ingots, helmets, body armor | |
| Weaponcrafting | Every weapon class | |
| Tailoring | Cloth, mage robes, hats | |
| Woodcrafting | Wands, staves, bows, arrows, bolts | |
| Leatherworking | Leather and hide armor | (not yet confirmed) |
| Arcforge | Gems, jewellery, high-end magical equipment | (not yet confirmed) |
Level 30: the second job advancement
At level 30 each branch splits again, and a character stops being a generalist. Warrior picks between sword-and-axe, sword-and-blunt, or spears; Magician picks an element or the support path; Bowman picks bow or crossbow; and Thief picks thrown stars or daggers.
You start where you started the first time. Go back to the same instructor who gave you your first job, in the same room, and they hand you a letter for a Job Instructor waiting on a nearby field map. Deliver it, pass the trial, and return.
| Branch | Second jobs | Start with | Then find the Job Instructor in |
|---|---|---|---|
| Fighter, Page, Spearman | West Rocky Mountain IV | ||
| Wizard (Fire/Poison), Wizard (Ice/Lightning), Cleric | The Forest North of Ellinia | ||
| Hunter, Crossbowman | The Road to the Dungeon | ||
| Assassin, Bandit | Construction Site North of Kerning City |
Trading and the economy
There is no auction house. Player-to-player trade happens in the Free Market, a monster-free zone where players open shops and negotiate in person. Everything that changes hands between players passes through it, which makes it the single most useful room in the game to know about early.
You reach it through a Free Market portal in town rather than by walking: Henesys Market has one, and so does Perion. Coming back out returns you to the town you entered from.
Mesos come from monster drops, from selling unwanted equipment back to town shops, and from quests. See Mesos for the currency and Shops for who buys what.
What comes after launch
Ossyria is the second continent, reached by ferry from Ellinia to the sky city of Orbis, with the mountain town of El Nath at the foot of the fifteen-floor Orbis Tower. Its hunting grounds run from around level 26 to level 90, and El Nath is where the 3rd job advancement takes place for all ten specialisations.
The further Ossyria regions of the original game (Ludibrium, Aqua Road and Leafre) and the 4th job advancement have never appeared in a test build at all. See Differences from MapleStory for the current state of every claim.
Coming from the original MapleStory
Classic World is a new release that recreates the pre-Big Bang game rather than a re-hosting of it, so the shape is familiar and a number of specifics are not. The differences that catch a returning player first:
- Magician advances at level 10, not level 8. All four branches now share the same requirement.
- Crafting exists, is open to everyone from level 10, and has six professions. The original game had no player crafting during the classic era.
- Ossyria is not at launch. Orbis, El Nath and the 3rd job advancement are held back for rework, so the game at launch ends on Victoria Island.
Differences from MapleStory tracks each of these with its source and a confidence rating, and separates what has been confirmed from what is still rumored.
See also
- Beginner: the starting job, and what it can do.
- Maple Island and Victoria Island: the two continents at launch.
- Warrior · Magician · Bowman · Thief: the four classes.
- Training guide: where to train, bracket by bracket.
- Stats · Experience · Death: the systems behind the numbers.
- Skills · Items · Quests · Maps: the browsing hubs.
- Guides: every guide on the wiki.
- Party quests: party-based instanced quests, a common way to level in a group.
- Character creation: what the first screen decides, and what it does not.